/**
  * This method applies the variation to the particle with already set velocity.
  *
  * @param particle the particle to be affected
  */
 protected void applyVelocityVariation(Particle particle) {
   particle.velocity.set(initialVelocity);
   temp.set(FastMath.nextRandomFloat(), FastMath.nextRandomFloat(), FastMath.nextRandomFloat());
   temp.multLocal(2f);
   temp.subtractLocal(1f, 1f, 1f);
   temp.multLocal(initialVelocity.length());
   particle.velocity.interpolate(temp, velocityVariation);
 }
  @Override
  public void render(RenderManager rm) {
    if (!isEnabled() || listener == null) {
      return;
    }

    Vector3f lastLocation = listener.getLocation();
    Vector3f currentLocation = camera.getLocation();
    Vector3f velocity = listener.getVelocity();

    if (!lastLocation.equals(currentLocation)) {
      velocity.set(currentLocation).subtractLocal(lastLocation);
      velocity.multLocal(1f / lastTpf);
      listener.setLocation(currentLocation);
      listener.setVelocity(velocity);
    } else if (!velocity.equals(Vector3f.ZERO)) {
      listener.setVelocity(Vector3f.ZERO);
    }

    Quaternion lastRotation = listener.getRotation();
    Quaternion currentRotation = camera.getRotation();
    if (!lastRotation.equals(currentRotation)) {
      listener.setRotation(currentRotation);
    }
  }
Пример #3
0
  private void applyGravity(Spatial blackHole, Spatial target, float tpf) {
    Vector3f difference = blackHole.getLocalTranslation().subtract(target.getLocalTranslation());

    Vector3f gravity = difference.normalize().multLocal(tpf);
    float distance = difference.length();

    if (target.getName().equals("Player")) {
      gravity.multLocal(250f / distance);
      target.getControl(PlayerControl.class).applyGravity(gravity.mult(80f));
    } else if (target.getName().equals("Bullet")) {
      gravity.multLocal(250f / distance);
      target.getControl(BulletControl.class).applyGravity(gravity.mult(-0.8f));
    } else if (target.getName().equals("Seeker")) {
      target.getControl(SeekerControl.class).applyGravity(gravity.mult(150000));
    } else if (target.getName().equals("Wanderer")) {
      target.getControl(WandererControl.class).applyGravity(gravity.mult(150000));
    } else if (target.getName().equals("Laser") || target.getName().equals("Glow")) {
      target.getControl(ParticleControl.class).applyGravity(gravity.mult(15000), distance);
    }
  }
Пример #4
0
  public void postQueue(RenderQueue rq) {
    GeometryList occluders = rq.getShadowQueueContent(ShadowMode.Cast);
    if (occluders.size() == 0) {
      noOccluders = true;
      return;
    } else {
      noOccluders = false;
    }

    GeometryList receivers = rq.getShadowQueueContent(ShadowMode.Receive);

    // update frustum points based on current camera
    Camera viewCam = viewPort.getCamera();
    ShadowUtil.updateFrustumPoints(
        viewCam, viewCam.getFrustumNear(), viewCam.getFrustumFar(), 1.0f, points);

    Vector3f frustaCenter = new Vector3f();
    for (Vector3f point : points) {
      frustaCenter.addLocal(point);
    }
    frustaCenter.multLocal(1f / 8f);

    // update light direction
    shadowCam.setProjectionMatrix(null);
    shadowCam.setParallelProjection(true);
    //        shadowCam.setFrustumPerspective(45, 1, 1, 20);

    shadowCam.lookAtDirection(direction, Vector3f.UNIT_Y);
    shadowCam.update();
    shadowCam.setLocation(frustaCenter);
    shadowCam.update();
    shadowCam.updateViewProjection();

    // render shadow casters to shadow map
    ShadowUtil.updateShadowCamera(occluders, receivers, shadowCam, points);

    Renderer r = renderManager.getRenderer();
    renderManager.setCamera(shadowCam, false);
    renderManager.setForcedMaterial(preshadowMat);

    r.setFrameBuffer(shadowFB);
    r.clearBuffers(false, true, false);
    viewPort.getQueue().renderShadowQueue(ShadowMode.Cast, renderManager, shadowCam, true);
    r.setFrameBuffer(viewPort.getOutputFrameBuffer());

    renderManager.setForcedMaterial(null);
    renderManager.setCamera(viewCam, false);
  }
  public static Mesh genNormalLines(Mesh mesh, float scale) {
    FloatBuffer vertexBuffer = (FloatBuffer) mesh.getBuffer(Type.Position).getData();
    FloatBuffer normalBuffer = (FloatBuffer) mesh.getBuffer(Type.Normal).getData();

    ColorRGBA originColor = ColorRGBA.White;
    ColorRGBA normalColor = ColorRGBA.Blue;

    Mesh lineMesh = new Mesh();
    lineMesh.setMode(Mesh.Mode.Lines);

    Vector3f origin = new Vector3f();
    Vector3f point = new Vector3f();

    FloatBuffer lineVertex = BufferUtils.createFloatBuffer(vertexBuffer.limit() * 2);
    FloatBuffer lineColor = BufferUtils.createFloatBuffer(vertexBuffer.limit() / 3 * 4 * 2);

    for (int i = 0; i < vertexBuffer.limit() / 3; i++) {
      populateFromBuffer(origin, vertexBuffer, i);
      populateFromBuffer(point, normalBuffer, i);

      int index = i * 2;

      setInBuffer(origin, lineVertex, index);
      setInBuffer(originColor, lineColor, index);

      point.multLocal(scale);
      point.addLocal(origin);
      setInBuffer(point, lineVertex, index + 1);
      setInBuffer(normalColor, lineColor, index + 1);
    }

    lineMesh.setBuffer(Type.Position, 3, lineVertex);
    lineMesh.setBuffer(Type.Color, 4, lineColor);

    lineMesh.setStatic();
    // lineMesh.setInterleaved();
    return lineMesh;
  }
Пример #6
0
  private static void convertNormals(FloatBuffer input, ByteBuffer output) {
    if (output.capacity() < input.capacity())
      throw new RuntimeException("Output must be at least as large as input!");

    input.clear();
    output.clear();
    Vector3f temp = new Vector3f();
    int vertexCount = input.capacity() / 3;
    for (int i = 0; i < vertexCount; i++) {
      BufferUtils.populateFromBuffer(temp, input, i);

      // offset and scale vector into -128 ... 127
      temp.multLocal(127).addLocal(0.5f, 0.5f, 0.5f);

      // quantize
      byte v1 = (byte) temp.getX();
      byte v2 = (byte) temp.getY();
      byte v3 = (byte) temp.getZ();

      // store
      output.put(v1).put(v2).put(v3);
    }
  }
Пример #7
0
 @Override
 public void simpleUpdate(float lastTimePerFrame) {
   float playerMoveSpeed = ((cubesSettings.getBlockSize() * 6.5f) * lastTimePerFrame);
   Vector3f camDir = cam.getDirection().mult(playerMoveSpeed);
   Vector3f camLeft = cam.getLeft().mult(playerMoveSpeed);
   walkDirection.set(0, 0, 0);
   if (arrowKeys[0]) {
     walkDirection.addLocal(camDir);
   }
   if (arrowKeys[1]) {
     walkDirection.addLocal(camLeft.negate());
   }
   if (arrowKeys[2]) {
     walkDirection.addLocal(camDir.negate());
   }
   if (arrowKeys[3]) {
     walkDirection.addLocal(camLeft);
   }
   walkDirection.setY(0);
   walkDirection.normalize();
   walkDirection.multLocal(lastTimePerFrame * 10);
   playerControl.setWalkDirection(walkDirection);
   cam.setLocation(playerControl.getPhysicsLocation());
 }
Пример #8
0
  private static Transform convertPositions(FloatBuffer input, BoundingBox bbox, Buffer output) {
    if (output.capacity() < input.capacity())
      throw new RuntimeException("Output must be at least as large as input!");

    Vector3f offset = bbox.getCenter().negate();
    Vector3f size = new Vector3f(bbox.getXExtent(), bbox.getYExtent(), bbox.getZExtent());
    size.multLocal(2);

    ShortBuffer sb = null;
    ByteBuffer bb = null;
    float dataTypeSize;
    float dataTypeOffset;
    if (output instanceof ShortBuffer) {
      sb = (ShortBuffer) output;
      dataTypeOffset = shortOff;
      dataTypeSize = shortSize;
    } else {
      bb = (ByteBuffer) output;
      dataTypeOffset = byteOff;
      dataTypeSize = byteSize;
    }
    Vector3f scale = new Vector3f();
    scale.set(dataTypeSize, dataTypeSize, dataTypeSize).divideLocal(size);

    Vector3f invScale = new Vector3f();
    invScale.set(size).divideLocal(dataTypeSize);

    offset.multLocal(scale);
    offset.addLocal(dataTypeOffset, dataTypeOffset, dataTypeOffset);

    // offset = (-modelOffset * shortSize)/modelSize + shortOff
    // scale = shortSize / modelSize

    input.clear();
    output.clear();
    Vector3f temp = new Vector3f();
    int vertexCount = input.capacity() / 3;
    for (int i = 0; i < vertexCount; i++) {
      BufferUtils.populateFromBuffer(temp, input, i);

      // offset and scale vector into -32768 ... 32767
      // or into -128 ... 127 if using bytes
      temp.multLocal(scale);
      temp.addLocal(offset);

      // quantize and store
      if (sb != null) {
        short v1 = (short) temp.getX();
        short v2 = (short) temp.getY();
        short v3 = (short) temp.getZ();
        sb.put(v1).put(v2).put(v3);
      } else {
        byte v1 = (byte) temp.getX();
        byte v2 = (byte) temp.getY();
        byte v3 = (byte) temp.getZ();
        bb.put(v1).put(v2).put(v3);
      }
    }

    Transform transform = new Transform();
    transform.setTranslation(offset.negate().multLocal(invScale));
    transform.setScale(invScale);
    return transform;
  }
  @Override
  public void updateParticleData(ParticleData[] particles, Camera cam, Matrix3f inverseRotation) {

    for (int i = 0; i < particles.length; i++) {
      ParticleData p = particles[i];
      int offset = templateVerts.capacity() * i;
      int colorOffset = templateColors.capacity() * i;
      if (p.life == 0 || !p.active) {
        for (int x = 0; x < templateVerts.capacity(); x += 3) {
          finVerts.put(offset + x, 0);
          finVerts.put(offset + x + 1, 0);
          finVerts.put(offset + x + 2, 0);
        }
        continue;
      }

      for (int x = 0; x < templateVerts.capacity(); x += 3) {
        switch (emitter.getBillboardMode()) {
          case Velocity:
            if (p.velocity.x != Vector3f.UNIT_Y.x
                && p.velocity.y != Vector3f.UNIT_Y.y
                && p.velocity.z != Vector3f.UNIT_Y.z)
              up.set(p.velocity).crossLocal(Vector3f.UNIT_Y).normalizeLocal();
            else up.set(p.velocity).crossLocal(lock).normalizeLocal();
            left.set(p.velocity).crossLocal(up).normalizeLocal();
            dir.set(p.velocity);
            break;
          case Velocity_Z_Up:
            if (p.velocity.x != Vector3f.UNIT_Y.x
                && p.velocity.y != Vector3f.UNIT_Y.y
                && p.velocity.z != Vector3f.UNIT_Y.z)
              up.set(p.velocity).crossLocal(Vector3f.UNIT_Y).normalizeLocal();
            else up.set(p.velocity).crossLocal(lock).normalizeLocal();
            left.set(p.velocity).crossLocal(up).normalizeLocal();
            dir.set(p.velocity);
            rotStore = tempQ.fromAngleAxis(-90 * FastMath.DEG_TO_RAD, left);
            left = rotStore.mult(left);
            up = rotStore.mult(up);
            break;
          case Velocity_Z_Up_Y_Left:
            up.set(p.velocity).crossLocal(Vector3f.UNIT_Y).normalizeLocal();
            left.set(p.velocity).crossLocal(up).normalizeLocal();
            dir.set(p.velocity);
            tempV3.set(left).crossLocal(up).normalizeLocal();
            rotStore = tempQ.fromAngleAxis(90 * FastMath.DEG_TO_RAD, p.velocity);
            left = rotStore.mult(left);
            up = rotStore.mult(up);
            rotStore = tempQ.fromAngleAxis(-90 * FastMath.DEG_TO_RAD, left);
            up = rotStore.mult(up);
            break;
          case Normal:
            emitter.getShape().setNext(p.triangleIndex);
            tempV3.set(emitter.getShape().getNormal());
            if (tempV3 == Vector3f.UNIT_Y) tempV3.set(p.velocity);

            up.set(tempV3).crossLocal(Vector3f.UNIT_Y).normalizeLocal();
            left.set(tempV3).crossLocal(up).normalizeLocal();
            dir.set(tempV3);
            break;
          case Normal_Y_Up:
            emitter.getShape().setNext(p.triangleIndex);
            tempV3.set(p.velocity);
            if (tempV3 == Vector3f.UNIT_Y) tempV3.set(Vector3f.UNIT_X);

            up.set(Vector3f.UNIT_Y);
            left.set(tempV3).crossLocal(up).normalizeLocal();
            dir.set(tempV3);
            break;
          case Camera:
            up.set(cam.getUp());
            left.set(cam.getLeft());
            dir.set(cam.getDirection());
            break;
          case UNIT_X:
            up.set(Vector3f.UNIT_Y);
            left.set(Vector3f.UNIT_Z);
            dir.set(Vector3f.UNIT_X);
            break;
          case UNIT_Y:
            up.set(Vector3f.UNIT_Z);
            left.set(Vector3f.UNIT_X);
            dir.set(Vector3f.UNIT_Y);
            break;
          case UNIT_Z:
            up.set(Vector3f.UNIT_X);
            left.set(Vector3f.UNIT_Y);
            dir.set(Vector3f.UNIT_Z);
            break;
        }

        tempV3.set(templateVerts.get(x), templateVerts.get(x + 1), templateVerts.get(x + 2));
        tempV3 = rotStore.mult(tempV3);
        tempV3.multLocal(p.size);

        rotStore.fromAngles(p.angles.x, p.angles.y, p.angles.z);
        tempV3 = rotStore.mult(tempV3);

        tempV3.addLocal(p.position);
        if (!emitter.getParticlesFollowEmitter()) {
          tempV3.subtractLocal(
              emitter
                  .getEmitterNode()
                  .getWorldTranslation()
                  .subtract(p.initialPosition)); // .divide(8f));
        }

        finVerts.put(offset + x, tempV3.getX());
        finVerts.put(offset + x + 1, tempV3.getY());
        finVerts.put(offset + x + 2, tempV3.getZ());
      }
      if (p.emitter.getApplyLightingTransform()) {
        for (int v = 0; v < templateNormals.capacity(); v += 3) {
          tempV3.set(
              templateNormals.get(v), templateNormals.get(v + 1), templateNormals.get(v + 2));

          rotStore.fromAngles(p.angles.x, p.angles.y, p.angles.z);
          mat3.set(rotStore.toRotationMatrix());
          float vx = tempV3.x, vy = tempV3.y, vz = tempV3.z;
          tempV3.x = mat3.get(0, 0) * vx + mat3.get(0, 1) * vy + mat3.get(0, 2) * vz;
          tempV3.y = mat3.get(1, 0) * vx + mat3.get(1, 1) * vy + mat3.get(1, 2) * vz;
          tempV3.z = mat3.get(2, 0) * vx + mat3.get(2, 1) * vy + mat3.get(2, 2) * vz;

          finNormals.put(offset + v, tempV3.getX());
          finNormals.put(offset + v + 1, tempV3.getY());
          finNormals.put(offset + v + 2, tempV3.getZ());
        }
      }
      for (int v = 0; v < templateColors.capacity(); v += 4) {
        finColors
            .put(colorOffset + v, p.color.r)
            .put(colorOffset + v + 1, p.color.g)
            .put(colorOffset + v + 2, p.color.b)
            .put(colorOffset + v + 3, p.color.a * p.alpha);
      }
    }

    this.setBuffer(VertexBuffer.Type.Position, 3, finVerts);
    if (particles[0].emitter.getApplyLightingTransform())
      this.setBuffer(VertexBuffer.Type.Normal, 3, finNormals);
    this.setBuffer(VertexBuffer.Type.Color, 4, finColors);

    updateBound();
  }
Пример #10
0
  /**
   * Rebuilds the cylinder based on a new set of parameters.
   *
   * @param axisSamples the number of samples along the axis.
   * @param radialSamples the number of samples around the radial.
   * @param radius the radius of the bottom of the cylinder.
   * @param radius2 the radius of the top of the cylinder.
   * @param height the cylinder's height.
   * @param closed should the cylinder have top and bottom surfaces.
   * @param inverted is the cylinder is meant to be viewed from the inside.
   */
  public void updateGeometry(
      int axisSamples,
      int radialSamples,
      float radius,
      float radius2,
      float height,
      boolean closed,
      boolean inverted) {
    this.axisSamples = axisSamples + (closed ? 2 : 0);
    this.radialSamples = radialSamples;
    this.radius = radius;
    this.radius2 = radius2;
    this.height = height;
    this.closed = closed;
    this.inverted = inverted;

    //        VertexBuffer pvb = getBuffer(Type.Position);
    //        VertexBuffer nvb = getBuffer(Type.Normal);
    //        VertexBuffer tvb = getBuffer(Type.TexCoord);

    // Vertices
    int vertCount = axisSamples * (radialSamples + 1) + (closed ? 2 : 0);

    setBuffer(Type.Position, 3, createVector3Buffer(getFloatBuffer(Type.Position), vertCount));

    // Normals
    setBuffer(Type.Normal, 3, createVector3Buffer(getFloatBuffer(Type.Normal), vertCount));

    // Texture co-ordinates
    setBuffer(Type.TexCoord, 2, createVector2Buffer(vertCount));

    int triCount = ((closed ? 2 : 0) + 2 * (axisSamples - 1)) * radialSamples;

    setBuffer(Type.Index, 3, createShortBuffer(getShortBuffer(Type.Index), 3 * triCount));

    // generate geometry
    float inverseRadial = 1.0f / radialSamples;
    float inverseAxisLess = 1.0f / (closed ? axisSamples - 3 : axisSamples - 1);
    float inverseAxisLessTexture = 1.0f / (axisSamples - 1);
    float halfHeight = 0.5f * height;

    // Generate points on the unit circle to be used in computing the mesh
    // points on a cylinder slice.
    float[] sin = new float[radialSamples + 1];
    float[] cos = new float[radialSamples + 1];

    for (int radialCount = 0; radialCount < radialSamples; radialCount++) {
      float angle = FastMath.TWO_PI * inverseRadial * radialCount;
      cos[radialCount] = FastMath.cos(angle);
      sin[radialCount] = FastMath.sin(angle);
    }
    sin[radialSamples] = sin[0];
    cos[radialSamples] = cos[0];

    // calculate normals
    Vector3f[] vNormals = null;
    Vector3f vNormal = Vector3f.UNIT_Z;

    if ((height != 0.0f) && (radius != radius2)) {
      vNormals = new Vector3f[radialSamples];
      Vector3f vHeight = Vector3f.UNIT_Z.mult(height);
      Vector3f vRadial = new Vector3f();

      for (int radialCount = 0; radialCount < radialSamples; radialCount++) {
        vRadial.set(cos[radialCount], sin[radialCount], 0.0f);
        Vector3f vRadius = vRadial.mult(radius);
        Vector3f vRadius2 = vRadial.mult(radius2);
        Vector3f vMantle = vHeight.subtract(vRadius2.subtract(vRadius));
        Vector3f vTangent = vRadial.cross(Vector3f.UNIT_Z);
        vNormals[radialCount] = vMantle.cross(vTangent).normalize();
      }
    }

    FloatBuffer nb = getFloatBuffer(Type.Normal);
    FloatBuffer pb = getFloatBuffer(Type.Position);
    FloatBuffer tb = getFloatBuffer(Type.TexCoord);

    // generate the cylinder itself
    Vector3f tempNormal = new Vector3f();
    for (int axisCount = 0, i = 0; axisCount < axisSamples; axisCount++, i++) {
      float axisFraction;
      float axisFractionTexture;
      int topBottom = 0;
      if (!closed) {
        axisFraction = axisCount * inverseAxisLess; // in [0,1]
        axisFractionTexture = axisFraction;
      } else {
        if (axisCount == 0) {
          topBottom = -1; // bottom
          axisFraction = 0;
          axisFractionTexture = inverseAxisLessTexture;
        } else if (axisCount == axisSamples - 1) {
          topBottom = 1; // top
          axisFraction = 1;
          axisFractionTexture = 1 - inverseAxisLessTexture;
        } else {
          axisFraction = (axisCount - 1) * inverseAxisLess;
          axisFractionTexture = axisCount * inverseAxisLessTexture;
        }
      }

      // compute center of slice
      float z = -halfHeight + height * axisFraction;
      Vector3f sliceCenter = new Vector3f(0, 0, z);

      // compute slice vertices with duplication at end point
      int save = i;
      for (int radialCount = 0; radialCount < radialSamples; radialCount++, i++) {
        float radialFraction = radialCount * inverseRadial; // in [0,1)
        tempNormal.set(cos[radialCount], sin[radialCount], 0.0f);

        if (vNormals != null) {
          vNormal = vNormals[radialCount];
        } else if (radius == radius2) {
          vNormal = tempNormal;
        }

        if (topBottom == 0) {
          if (!inverted) nb.put(vNormal.x).put(vNormal.y).put(vNormal.z);
          else nb.put(-vNormal.x).put(-vNormal.y).put(-vNormal.z);
        } else {
          nb.put(0).put(0).put(topBottom * (inverted ? -1 : 1));
        }

        tempNormal.multLocal((radius - radius2) * axisFraction + radius2).addLocal(sliceCenter);
        pb.put(tempNormal.x).put(tempNormal.y).put(tempNormal.z);

        tb.put((inverted ? 1 - radialFraction : radialFraction)).put(axisFractionTexture);
      }

      BufferUtils.copyInternalVector3(pb, save, i);
      BufferUtils.copyInternalVector3(nb, save, i);

      tb.put((inverted ? 0.0f : 1.0f)).put(axisFractionTexture);
    }

    if (closed) {
      pb.put(0).put(0).put(-halfHeight); // bottom center
      nb.put(0).put(0).put(-1 * (inverted ? -1 : 1));
      tb.put(0.5f).put(0);
      pb.put(0).put(0).put(halfHeight); // top center
      nb.put(0).put(0).put(1 * (inverted ? -1 : 1));
      tb.put(0.5f).put(1);
    }

    IndexBuffer ib = getIndexBuffer();
    int index = 0;
    // Connectivity
    for (int axisCount = 0, axisStart = 0; axisCount < axisSamples - 1; axisCount++) {
      int i0 = axisStart;
      int i1 = i0 + 1;
      axisStart += radialSamples + 1;
      int i2 = axisStart;
      int i3 = i2 + 1;
      for (int i = 0; i < radialSamples; i++) {
        if (closed && axisCount == 0) {
          if (!inverted) {
            ib.put(index++, i0++);
            ib.put(index++, vertCount - 2);
            ib.put(index++, i1++);
          } else {
            ib.put(index++, i0++);
            ib.put(index++, i1++);
            ib.put(index++, vertCount - 2);
          }
        } else if (closed && axisCount == axisSamples - 2) {
          ib.put(index++, i2++);
          ib.put(index++, inverted ? vertCount - 1 : i3++);
          ib.put(index++, inverted ? i3++ : vertCount - 1);
        } else {
          ib.put(index++, i0++);
          ib.put(index++, inverted ? i2 : i1);
          ib.put(index++, inverted ? i1 : i2);
          ib.put(index++, i1++);
          ib.put(index++, inverted ? i2++ : i3++);
          ib.put(index++, inverted ? i3++ : i2++);
        }
      }
    }

    updateBound();
  }
Пример #11
0
  /**
   * Updates the points array to contain the frustum corners of the given camera. The nearOverride
   * and farOverride variables can be used to override the camera's near/far values with own values.
   *
   * <p>TODO: Reduce creation of new vectors
   *
   * @param viewCam
   * @param nearOverride
   * @param farOverride
   */
  public static void updateFrustumPoints(
      Camera viewCam, float nearOverride, float farOverride, float scale, Vector3f[] points) {

    Vector3f pos = viewCam.getLocation();
    Vector3f dir = viewCam.getDirection();
    Vector3f up = viewCam.getUp();

    float depthHeightRatio = viewCam.getFrustumTop() / viewCam.getFrustumNear();
    float near = nearOverride;
    float far = farOverride;
    float ftop = viewCam.getFrustumTop();
    float fright = viewCam.getFrustumRight();
    float ratio = fright / ftop;

    float near_height;
    float near_width;
    float far_height;
    float far_width;

    if (viewCam.isParallelProjection()) {
      near_height = ftop;
      near_width = near_height * ratio;
      far_height = ftop;
      far_width = far_height * ratio;
    } else {
      near_height = depthHeightRatio * near;
      near_width = near_height * ratio;
      far_height = depthHeightRatio * far;
      far_width = far_height * ratio;
    }

    Vector3f right = dir.cross(up).normalizeLocal();

    Vector3f temp = new Vector3f();
    temp.set(dir).multLocal(far).addLocal(pos);
    Vector3f farCenter = temp.clone();
    temp.set(dir).multLocal(near).addLocal(pos);
    Vector3f nearCenter = temp.clone();

    Vector3f nearUp = temp.set(up).multLocal(near_height).clone();
    Vector3f farUp = temp.set(up).multLocal(far_height).clone();
    Vector3f nearRight = temp.set(right).multLocal(near_width).clone();
    Vector3f farRight = temp.set(right).multLocal(far_width).clone();

    points[0].set(nearCenter).subtractLocal(nearUp).subtractLocal(nearRight);
    points[1].set(nearCenter).addLocal(nearUp).subtractLocal(nearRight);
    points[2].set(nearCenter).addLocal(nearUp).addLocal(nearRight);
    points[3].set(nearCenter).subtractLocal(nearUp).addLocal(nearRight);

    points[4].set(farCenter).subtractLocal(farUp).subtractLocal(farRight);
    points[5].set(farCenter).addLocal(farUp).subtractLocal(farRight);
    points[6].set(farCenter).addLocal(farUp).addLocal(farRight);
    points[7].set(farCenter).subtractLocal(farUp).addLocal(farRight);

    if (scale != 1.0f) {
      // find center of frustum
      Vector3f center = new Vector3f();
      for (int i = 0; i < 8; i++) {
        center.addLocal(points[i]);
      }
      center.divideLocal(8f);

      Vector3f cDir = new Vector3f();
      for (int i = 0; i < 8; i++) {
        cDir.set(points[i]).subtractLocal(center);
        cDir.multLocal(scale - 1.0f);
        points[i].addLocal(cDir);
      }
    }
  }
  @Override
  public Vector2f getRelativePosition(int unit_in, Vector2f leaderPosition, float rotationAngle) {
    Vector2f ret;
    do {
      int unit_index;
      if ((true)) {
        unit_index = unit_in + position_offset;
      } else {
        unit_index = unit_in + position_offset_neg;
      }
      quater.fromAngleNormalAxis(rotationAngle * FastMath.DEG_TO_RAD, Vector3f.UNIT_Y);
      float index;
      float index_y;

      int row_num = ((int) FastMath.floor(FastMath.sqrt(unit_index)));
      int count_in_row = row_num * 2 + 1;

      int all_before_lines = 0;
      for (int i = 0; i < row_num; i++) {
        all_before_lines += i * 2 + 1;
      }
      int in_line_index = unit_index - all_before_lines;
      if (rev) {
        index_y = -row_num;
        index = (-(count_in_row / 2) + in_line_index);
      } else {
        index_y = -row_num;
        index = (-(count_in_row / 2) + in_line_index);
      }
      /*
      0*0    0 +0 +0    1    0

      1*1     1 +1 -1   3    1
      2 +0 -1        1.41
      3 -1 -1        1.73

      2*2     4 +2 -2   5    2
      5 +1 -2        2.23
      6 +0 -2        2.44
      7 -1 -2        2.64
      8 -2 -2        2.82

      3*3     9 +3 -3   7
      */
      Vector3f v = new Vector3f(index, 0, index_y);
      if ((rotationAngle / 45) % 2 == 1) {
        v.multLocal(FastMath.sqrt(2));
      }
      Vector3f rot = quater.mult(v);
      // System.out.println("rotated: " + rot);
      ret = leaderPosition.clone().addLocal(rot.x, rot.z);
      ret.x = Math.round(ret.x);
      ret.y = Math.round(ret.y);
      if (ret.x < 0 || ret.y < 0 || ret.x > map.mapWidth - 1 || ret.y > map.mapHeight - 1) {
        return super.getReservistPosition(unit_in, leaderPosition);
      }
      if (!map.isTerrainAccessible(ret)) {
        if (true) {
          position_offset++;
        } else {
          position_offset_neg++;
        }
      }
    } while (!map.isTerrainAccessible(ret));
    return ret;
  }
  private static Mesh genTangentLines(Mesh mesh, float scale) {
    FloatBuffer vertexBuffer = (FloatBuffer) mesh.getBuffer(Type.Position).getData();
    FloatBuffer normalBuffer = (FloatBuffer) mesh.getBuffer(Type.Normal).getData();
    FloatBuffer tangentBuffer = (FloatBuffer) mesh.getBuffer(Type.Tangent).getData();

    FloatBuffer binormalBuffer = null;
    if (mesh.getBuffer(Type.Binormal) != null) {
      binormalBuffer = (FloatBuffer) mesh.getBuffer(Type.Binormal).getData();
    }

    ColorRGBA originColor = ColorRGBA.White;
    ColorRGBA tangentColor = ColorRGBA.Red;
    ColorRGBA binormalColor = ColorRGBA.Green;
    ColorRGBA normalColor = ColorRGBA.Blue;

    Mesh lineMesh = new Mesh();
    lineMesh.setMode(Mesh.Mode.Lines);

    Vector3f origin = new Vector3f();
    Vector3f point = new Vector3f();
    Vector3f tangent = new Vector3f();
    Vector3f normal = new Vector3f();

    IntBuffer lineIndex = BufferUtils.createIntBuffer(vertexBuffer.limit() / 3 * 6);
    FloatBuffer lineVertex = BufferUtils.createFloatBuffer(vertexBuffer.limit() * 4);
    FloatBuffer lineColor = BufferUtils.createFloatBuffer(vertexBuffer.limit() / 3 * 4 * 4);

    boolean hasParity = mesh.getBuffer(Type.Tangent).getNumComponents() == 4;
    float tangentW = 1;

    for (int i = 0; i < vertexBuffer.limit() / 3; i++) {
      populateFromBuffer(origin, vertexBuffer, i);
      populateFromBuffer(normal, normalBuffer, i);

      if (hasParity) {
        tangent.x = tangentBuffer.get(i * 4);
        tangent.y = tangentBuffer.get(i * 4 + 1);
        tangent.z = tangentBuffer.get(i * 4 + 2);
        tangentW = tangentBuffer.get(i * 4 + 3);
      } else {
        populateFromBuffer(tangent, tangentBuffer, i);
      }

      int index = i * 4;

      int id = i * 6;
      lineIndex.put(id, index);
      lineIndex.put(id + 1, index + 1);
      lineIndex.put(id + 2, index);
      lineIndex.put(id + 3, index + 2);
      lineIndex.put(id + 4, index);
      lineIndex.put(id + 5, index + 3);

      setInBuffer(origin, lineVertex, index);
      setInBuffer(originColor, lineColor, index);

      point.set(tangent);
      point.multLocal(scale);
      point.addLocal(origin);
      setInBuffer(point, lineVertex, index + 1);
      setInBuffer(tangentColor, lineColor, index + 1);

      // wvBinormal = cross(wvNormal, wvTangent) * -inTangent.w

      if (binormalBuffer == null) {
        normal.cross(tangent, point);
        point.multLocal(-tangentW);
        point.normalizeLocal();
      } else {
        populateFromBuffer(point, binormalBuffer, i);
      }

      point.multLocal(scale);
      point.addLocal(origin);
      setInBuffer(point, lineVertex, index + 2);
      setInBuffer(binormalColor, lineColor, index + 2);

      point.set(normal);
      point.multLocal(scale);
      point.addLocal(origin);
      setInBuffer(point, lineVertex, index + 3);
      setInBuffer(normalColor, lineColor, index + 3);
    }

    lineMesh.setBuffer(Type.Index, 1, lineIndex);
    lineMesh.setBuffer(Type.Position, 3, lineVertex);
    lineMesh.setBuffer(Type.Color, 4, lineColor);

    lineMesh.setStatic();
    // lineMesh.setInterleaved();
    return lineMesh;
  }